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SM Parachute
Version: 2.6
Authors: SWAT_88, n00b32
Original version : https://forums.alliedmods.net/showthread.php?t=66452
Commands:Press E(+use) to slow down your fall.
Cvars:
No more binding Keys!
Write !bp or !buy_parachute in Chat to buy a parachute (Only if cost > 0) !
Write !sp or !sell_parachute in Chat to sell your parachute (Only if cost > 0) !
sm_parachute_enabled "1" - 0: disables the plugin - 1: enables the plugin
Changes to SWAT_88's version :
sm_parachute_fallspeed "100" - speed of the fall when you use the parachute
sm_parachute_linear "1" - 0: disables linear fallspeed -1: enables it
sm_parachute_msgtype "1" - 0: disables Information -1: Chat -2: Panel -3: BottomCenter
sm_parachute_cost "0" - cost of the parachute (CS ONLY) (If cost = 0 then free for everyone)
sm_parachute_payback "75" - how many percent of the parachute cost you get when you sell your parachute (ie. 75% of 1000 = 750$)
sm_parachute_welcome "1" - 0: disables Welcome Message -1: enables it
sm_parachute_roundmsg "1" - 0: disables Round Message - 1: enables it
sm_parachute_model "1" - 0: dont use the model - 1: display the Model
sm_parachute_decrease "50" - 0: dont use Realistic velocity-decrease - x: sets the velocity-decrease.
sm_parachute_button "1" - 1: uses button +USE for parachute usage. - 2: uses button +JUMP.
The parachute is an attached entity to the player, no need for position updates, runs completly smoothly and is attached (positioned) correctly.
If the parachute is free the commands for buying/selling it are disabled.
Some optimizations.
If you look directly down while parachuting ( :P ) you will see the model sticking out, either need to position the model slightly to the back of the player (offset) or change the model so its smaller.
The models animations might be broken... I have no idea why the dont work.
Gravity is not yet handled nicely.
I will try to incorporate all the translations/fixes into this as I go, this is a work in progress but totally usable and very nice visually.
I tried to enable animations but either Im doing it wrong or the model's animations are broken - Im not a designer so I wont be able to fix that (at least not at the moment)
https://github.com/n00b32/sourcemod-parachute
WARNING The sm_parachute.smx in the repo is probably out of date, recompile it ! -
I suggest/request to add freeze for 10 seconds on player which is predator (he choose from menu a predator and then he freeze) and if it is possible to show a hud message for all players: "%s is now predator, be careful".
I searched freeze plugins and i tried to put them in this plugin but i failed and the player who chosed the predator does not freeze.
Thank you.Code:
//////////////////////////////////////////
//Predator Mode //
//Created By Haimmaik //
//Released on December 26, 2005 //
//////////////////////////////////////////
// //
//--------------------------------------//
//Modules required: //
//fun //
//engine //
//cstrike //
//--------------------------------------//
//Doesn't work well with: //
//Superhero mode //
//Warcraft3 mode //
//Amx_gore //
// //
//If any of them is on plz turn it off. //
// //
//--------------------------------------//
//Works well with: //
//Surf_tools //
// //
//==========================================================================================//
//Features: //
//--------- //
//This plugin allow a player to become a predator, but he needs to pay the price of //
//frags and money (the admin decide the price). A predator have 200HP and 500AP, he is //
//invisable and his speed and jump are better than normal. A predator also got a plasma //
//attack.(the admin chooses how many plasma shot the predator will get every round) //
//The predator has a special vision so he can see better. When a predator dies he becomes //
//A normal human again. The admin can set the score the predator will get for each kill and //
//how much money he will get for each kill. //
//headshot will add the predator an extra point (more than the admin decided). A predator //
//can't use any weapon but claws and his plasma gun BUT he can kill in 1 knife strike so be //
//aware :). //
//*NOTE* A predator can change his view mode (normal, 3d person, strategy) //
// //
//====================================================================================================================================
//Commands(ADMIN): //
//--------- //
//admin_enable_predator 1/0 Turns on and off the predator mode (default 1) *NOTE, ADMIN COMMANDS ARE STILL ACTIVE* //
//admin_everyone_predator 1/0 Gives all the players the predator menu. if u choose not to be a predator.. u die. //
//admin_frags_predator [number] Decide how many frags you need to pay to become a predator (default 20) //
//admin_money_predator [number] Decides how much money you need to pay to become a predator (default 16,000) //
//admin_plasma_predator[number] Decides how many plasma shots a predator will get (default 3) //
//admin_frags_plasma [number] Decides how many frags a predator gets for plasma kill (default 1) //
//admin_frags_knife [number] Decides how many frags a predator gets for knife kill (default 2) //
//admin_kill_money [number] Decides how much money a predator gets for each kill (default 300) //
//admin_predator [name][type][plasma] Change a player into a predator, choose type of predator and amount of plasma //
//admin_predatorteam [team][type][plasma] Same as admin_predaotr just to a full team (T,CT,ALL or 1,2,3) //
//admin_unpredator [name] Change a predator into a human //
//admin_unpredatorteam [team] Same as admin_unpredator just to a full team (T,CT,ALL or 1,2,3) //
//admin_addplasma [name][number] Adds Plasma shoots to a predator (player have to be a predator) //
//admin_predator_custom [name][type] Changes a player's MODEL into a predator model *NOTE, HE IS NOT A PREDATOR* //
//admin_view_predator [number] Changes the speed of the bodyheat (default 0.2) [change map to take effect] //
//admin_hp_predator [number] sets amount of HP the predator gets (default 200) //
// //
// //
//Commands(CLIENT): //
//-------- //
//ppfire Shoot a plasma ball (i suggest u bind it to mouse3) //
//pcview Change the view mode of the predator (i suggest u bind it to P) //
//dbinds Auto bind the client functions into the default keys //
//say /predatorhelp Open the help window explains about other /say commands of the mode //
// //
//====================================================================================================================================
//Server Installation: //
//Copy the file "predator.amxx" into: addons\amxmodx\plugins\ //
//Copy the file "predhelp.txt" into: addons\amxmodx\plugins\ //
//Open the file addons\amxmodx\config\plugins.ini //
//Add there the line "predator.amxx" //
// //
//Copey Those Files into those places: //
//"predator1.mdl" cstrike\models\player\predator1\ //
//"predator2.mdl" cstrike\models\player\predator2\ //
//"predator3.mdl" cstrike\models\player\predator3\ //
//"predator4.mdl" cstrike\models\player\predator4\ //
//"claws.mdl" cstrike\models\ //
//"v_knife.mdl" cstrike\models\ //
//"crpredator.wav" cstrike\sound\predator\ //
//"scpredator.wav" cstrike\sound\predator\ //
//"depredator.wav" cstrike\sound\predator\ //
//"plasma_shoot.wav" cstrike\sound\predator\ //
//"explosion.wav" cstrike\sound\predator\ //
//"plasma.spr" cstrike\sprites\ //
//"laserbeam.spr" cstrike\sprites\ //
//"plasma_explode.spr" cstrike\sprites\ //
//"blood.spr" cstrike\sprites\ //
//"bloodspray.spr" cstrike\sprites\ //
//"Fleshgibs.mdl" cstrike\models\ //
//"GIB_Skull.mdl" cstrike\models\ //
//"GIB_Legbone.mdl" cstrike\models\ //
//"GIB_Lung.mdl" cstrike\models\ //
//"GIB_B_Gib.mdl" cstrike\models\ //
//"GIB_B_Bone.mdl" cstrike\models\ //
//"rpgrocket.mdl" cstrike\models\ //
//"bc_spithit2.wav" cstrike\sound\predator\ //
//"suitchargeno1.wav" cstrike\sound\predator\ //
//"smallmedkit2.wav" cstrike\sound\predator\ //
//"button3.wav" cstrike\sound\predator\ //
// //
//================================================================
//Code taken from other plugins: //
//amx_gore.sma //
//GHW_speed_hack.sma //
//amx_knivesonly.sma //
//nvx_3rdperson.sma //
// //
// I HOPE I DIDNT FORGET ANY //
// //
//====================================
//Credits: //
//Haimmaik //
//zenith77 //
//Batman/Gorlag //
//v3x //
//XxAvalanchexX //
//Hawk552 //
//Charr //
// //
// SORRY IF I FORGOT SOMEONE :( //
// //
//====================================
//
// AND HERE IS THE FULL CODE!! :)
//
//---------------[INCLUDES]---------------
#include <amxmodx>
#include <amxmisc>
#include <fun>
#include <cstrike>
#include <engine>
//---------------[PLASMA STUFF]---------------
new gExplosionModel
new gTrailModel
new msgtext
//---------------[BLOOD STUFF]---------------
new blood_drop
new blood_spray
//---------------[BODYPARTS STUFF]---------------
new mdl_gib_flesh
new mdl_gib_head
new mdl_gib_legbone
new mdl_gib_lung
new mdl_gib_meat
new mdl_gib_spine
//---------------[MSG STUFF]---------------
new MsgSayText
//---------------[PRECATCH SOUNDS]---------------
public plugin_precache()
{
precache_model("models/player/predator1/predator1.mdl")
precache_model("models/player/predator2/predator2.mdl")
precache_model("models/player/predator3/predator3.mdl")
precache_model("models/player/predator4/predator4.mdl")
precache_model("models/claws.mdl")
precache_model("models/rpgrocket.mdl")
precache_model("models/v_knife.mdl")
precache_sound("predator/crpredator.wav")
precache_sound("predator/scpredator.wav")
precache_sound("predator/depredator.wav")
precache_sound("predator/plasma_shoot.wav")
precache_sound("predator/explosion.wav")
precache_sound("predator/bc_spithit2.wav")
precache_sound("predator/suitchargeno1.wav")
precache_sound("predator/smallmedkit2.wav")
precache_sound("predator/button3.wav")
precache_model("sprites/plasma.spr")
gTrailModel = precache_model("sprites/laserbeam.spr")
gExplosionModel = precache_model("sprites/plasma_explode.spr")
blood_drop = precache_model("sprites/blood.spr")
blood_spray = precache_model("sprites/bloodspray.spr")
mdl_gib_flesh = precache_model("models/Fleshgibs.mdl")
mdl_gib_head = precache_model("models/GIB_Skull.mdl")
mdl_gib_legbone = precache_model("models/GIB_Legbone.mdl")
mdl_gib_lung = precache_model("models/GIB_Lung.mdl")
mdl_gib_meat = precache_model("models/GIB_B_Gib.mdl")
mdl_gib_spine = precache_model("models/GIB_B_Bone.mdl")
}
//---------------[PLUGIN INIT]---------------
public plugin_init()
{
register_plugin("Predator_Mode","1.96","Haim")
new keys = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5
register_menucmd(register_menuid("Choose Your Predator:"),keys,"func_menu")
register_event("ResetHUD","func_menuspawndelay","be")
register_event("ResetHUD","startround","be")
register_event("DeathMsg","unpredator","a")
register_event("DeathMsg","death_blood","a")
register_event("CurWeapon", "toggleclaws", "be", "1=1")
register_event("Damage", "func_predatorpower", "b", "2!0")
register_event("Damage","dmg_blood","b","2!0","3=0","4!0")
register_cvar("admin_enable_predator","1")
register_cvar("admin_frags_predator","20")
register_cvar("admin_money_predator","16000")
register_cvar("admin_plasma_predator","3")
register_cvar("admin_frags_plasma","1")
register_cvar("admin_frags_knife","2")
register_cvar("admin_kill_money","300")
register_cvar("admin_everyone_predator","0")
register_cvar("admin_view_predator","0.4")
register_cvar("admin_hp_predator","200")
register_concmd("admin_predator","func_adminpredator",ADMIN_LEVEL_A,"[target] [kind] [plasma]")
register_concmd("admin_predatorteam","func_adminpredatorteam",ADMIN_LEVEL_A,"[team] [kind] [plasma]")
register_concmd("admin_addplasma","func_addplasma",ADMIN_LEVEL_A,"[target] [plasma]")
register_concmd("admin_unpredator","func_adminunpredator",ADMIN_LEVEL_A,"[target]")
register_concmd("admin_unpredatorteam","func_adminunpredatorteam",ADMIN_LEVEL_A,"[team]")
register_concmd("admin_predator_custom","custom",ADMIN_LEVEL_A,"[target]")
register_clcmd("ppfire","cmdShoot")
register_clcmd("pcview","func_view")
register_clcmd("dbinds","func_autobind")
register_clcmd("say /predatorhelp","func_predhelp")
register_clcmd("say /predcost","func_predcost")
register_clcmd("say /predfrags","func_predfrags")
register_clcmd("say /predmoney","func_predmoney")
register_clcmd("say /predon","func_predon")
register_clcmd("say /predeveryone","func_predeveryone")
register_touch("PlasmaBall","*","plasma_hit")
msgtext = get_user_msgid("StatusText")
MsgSayText = get_user_msgid("SayText")
set_task(0.85,"lowhp_blood",0,"",0,"b")
set_task(get_cvar_float("admin_view_predator"), "func_bodyheat", 0, "", 0, "b")
}
//---------------[THE PREDATOR GLOBAL VALUE]---------------
new ispredator[33]
new delay[33]
new plasma[33]
new view[33]
new onoroff[33]
//---------------[SPAWN DELAY FOR MENU]---------------
public func_menuspawndelay(id)
{
if(ispredator[id]!=0)
{
set_task(1.0,"func_screen",id)
}
if (get_cvar_num("admin_enable_predator")!=1)
{
set_hudmessage(0,30,200,-1.0,0.4,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(id,"Predator Mode Is Off")
return PLUGIN_HANDLED
}
new msg[51]
format(msg,50,"^x01Say ^x04 /predatorhelp ^x01 for more info.")
message_begin(MSG_ONE,MsgSayText,{0,0,0},id)
write_byte(id)
write_string(msg)
message_end()
if(get_cvar_num("admin_everyone_predator")==0)
{
if((ispredator[id]==0 || ispredator[id]==5) && delay[id]<1 && get_user_frags(id)>=get_cvar_num("admin_frags_predator") && cs_get_user_money(id)>=get_cvar_num("admin_money_predator"))
{
set_task(1.5,"showMenu",id)
server_cmd("sv_maxspeed 100000")
server_cmd("sv_airaccelerate 500")
}
}
if(get_cvar_num("admin_everyone_predator")==1)
{
if(ispredator[id]==0 || ispredator[id]==5)
{
set_task(1.5,"showMenu",id)
server_cmd("sv_maxspeed 100000")
server_cmd("sv_airaccelerate 500")
}
}
return PLUGIN_HANDLED
}
//---------------[PRADATOR GOT KILLED]---------------
public unpredator()
{
new id=read_data(2)
if(ispredator[id]!=0)
{
ispredator[id]=5
plasma[id]=0
onoroff[id]=0
if(get_user_health(id)>100)
{
set_user_health(id,get_user_health(id)-(get_cvar_num("admin_hp_predetor")-100))
}
cs_set_user_armor(id,0,CS_ARMOR_NONE)
set_user_gravity(id,1.0)
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
set_user_footsteps(id,0)
set_user_maxspeed(id,350.0)
client_cmd(id,"cl_forwardspeed 400")
client_cmd(id,"cl_backspeed 400")
client_cmd(id,"cl_sidespeed 400")
client_cmd(id,"spk predator/depredator")
message_begin(MSG_ONE, 98, {0,0,0}, id)
write_short(1<<0) // fade lasts this long duration
write_short(1<<0) // fade lasts this long hold time
write_short(1<<2) // fade type HOLD
write_byte(100) // fade red
write_byte(0) // fade green
write_byte(0) // fade blue
write_byte(0) // fade alpha
message_end()
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(id,"You are no longer a predator")
if(view[id]!=0)
{
func_view(id)
}
new HUD[51]
format(HUD,50,"")
message_begin(MSG_ONE, msgtext, {0,0,0}, id)
write_byte(0)
write_string(HUD)
message_end()
}
}
//---------------[SHOW PREDATOR MENU]---------------
public showMenu(id)
{
new menu[192]
new keys = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5
format(menu,191,"\yChoose Your Predator:^n^n\w1. Forest Predator^n2. Mountain Predator^n3. Desert Predator^n4. Snow Predator^n5. None")
show_menu(id,keys,menu)
return PLUGIN_HANDLED
}
//---------------[PREDATOR CHOOSE]---------------
public func_menu(id,key)
{
if(key==0)
{
if(get_cvar_num("admin_everyone_predator")==0)
{
set_user_frags(id,get_user_frags(id)-get_cvar_num("admin_frags_predator"))
cs_set_user_money(id,cs_get_user_money(id)-get_cvar_num("admin_money_predator"))
}
ispredator[id]=1
plasma[id]=get_cvar_num("admin_plasma_predator")
set_user_health(id,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(id,500,CS_ARMOR_VESTHELM)
set_user_gravity(id,0.5)
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(id,1)
cs_set_user_model(id,"predator1")
client_cmd(id,"spk predator/crpredator")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(id,"You are now a forest predator")
cs_set_user_nvg(id,1)
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[id])
message_begin(MSG_ONE, msgtext, {0,0,0}, id)
write_byte(0)
write_string(HUD)
message_end()
}
if(key==1)
{
if(get_cvar_num("admin_everyone_predator")==0)
{
set_user_frags(id,get_user_frags(id)-get_cvar_num("admin_frags_predator"))
cs_set_user_money(id,cs_get_user_money(id)-get_cvar_num("admin_money_predator"))
}
ispredator[id]=2
plasma[id]=get_cvar_num("admin_plasma_predator")
set_user_health(id,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(id,500,CS_ARMOR_VESTHELM)
set_user_gravity(id,0.5)
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(id,1)
cs_set_user_model(id,"predator2")
client_cmd(id,"spk predator/crpredator")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(id,"You are now a mountain predator")
cs_set_user_nvg(id,1)
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[id])
message_begin(MSG_ONE, msgtext, {0,0,0}, id)
write_byte(0)
write_string(HUD)
message_end()
}
if(key==2)
{
if(get_cvar_num("admin_everyone_predator")==0)
{
set_user_frags(id,get_user_frags(id)-get_cvar_num("admin_frags_predator"))
cs_set_user_money(id,cs_get_user_money(id)-get_cvar_num("admin_money_predator"))
}
ispredator[id]=3
plasma[id]=get_cvar_num("admin_plasma_predator")
set_user_health(id,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(id,500,CS_ARMOR_VESTHELM)
set_user_gravity(id,0.5)
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(id,1)
cs_set_user_model(id,"predator3")
client_cmd(id,"spk predator/crpredator")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(id,"You are now a desert predator")
cs_set_user_nvg(id,1)
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[id])
message_begin(MSG_ONE, msgtext, {0,0,0}, id)
write_byte(0)
write_string(HUD)
message_end()
}
if(key==3)
{
if(get_cvar_num("admin_everyone_predator")==0)
{
set_user_frags(id,get_user_frags(id)-get_cvar_num("admin_frags_predator"))
cs_set_user_money(id,cs_get_user_money(id)-get_cvar_num("admin_money_predator"))
}
ispredator[id]=4
plasma[id]=get_cvar_num("admin_plasma_predator")
set_user_health(id,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(id,500,CS_ARMOR_VESTHELM)
set_user_gravity(id,0.5)
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(id,1)
cs_set_user_model(id,"predator4")
client_cmd(id,"spk predator/crpredator")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(id,"You are now a snow predator")
cs_set_user_nvg(id,1)
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[id])
message_begin(MSG_ONE, msgtext, {0,0,0}, id)
write_byte(0)
write_string(HUD)
message_end()
}
if(key==4)
{
if(get_cvar_num("admin_everyone_predator")==0)
{
delay[id]=3
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(id,"You are NOT a predator. U will have to wait 3 rounds to be predator.")
}
if(get_cvar_num("admin_everyone_predator")!=0)
{
client_cmd(id,"kill")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(id,"You have to be a predator so dont fool around.")
}
}
}
//---------------[ADMIN SET PREDATOR]---------------
public func_adminpredator(id,level,cid)
{
if (!cmd_access(id,level,cid,4))
{
console_print(id, "sorry, ur admin level is too low to use that command")
return PLUGIN_HANDLED
}
new arg[32]
new kin[2]
new pla[10]
read_argv(1,arg,31)
read_argv(2,kin,1)
read_argv(3,pla,9)
new kinf=str_to_num(kin)
new plaf=str_to_num(pla)
new player=cmd_target(id,arg,2)
if(ispredator[player]==0)
{
if(kinf==1)
{
ispredator[player]=1
plasma[player]=plaf
set_user_health(player,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(player,500,CS_ARMOR_VESTHELM)
set_user_gravity(player,0.5)
set_user_rendering(player,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(player,1)
client_cmd(player,"spk predator/crpredator")
cs_set_user_model(player,"predator1")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(player,"You are now a predator")
cs_set_user_nvg(player,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[player])
message_begin(MSG_ONE, msgtext, {0,0,0}, player)
write_byte(0)
write_string(HUD)
message_end()
return PLUGIN_HANDLED
}
if(kinf==2)
{
ispredator[player]=2
plasma[player]=plaf
set_user_health(player,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(player,500,CS_ARMOR_VESTHELM)
set_user_gravity(player,0.5)
set_user_rendering(player,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(player,1)
client_cmd(player,"spk predator/crpredator")
cs_set_user_model(player,"predator2")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(player,"You are now a predator")
cs_set_user_nvg(player,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[player])
message_begin(MSG_ONE, msgtext, {0,0,0}, player)
write_byte(0)
write_string(HUD)
message_end()
return PLUGIN_HANDLED
}
if(kinf==3)
{
ispredator[player]=3
plasma[player]=plaf
set_user_health(player,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(player,500,CS_ARMOR_VESTHELM)
set_user_gravity(player,0.5)
set_user_rendering(player,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(player,1)
client_cmd(player,"spk predator/crpredator")
cs_set_user_model(player,"predator3")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(player,"You are now a predator")
cs_set_user_nvg(player,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[player])
message_begin(MSG_ONE, msgtext, {0,0,0}, player)
write_byte(0)
write_string(HUD)
message_end()
return PLUGIN_HANDLED
}
if(kinf==4)
{
ispredator[player]=4
plasma[player]=plaf
set_user_health(player,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(player,500,CS_ARMOR_VESTHELM)
set_user_gravity(player,0.5)
set_user_rendering(player,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(player,1)
client_cmd(player,"spk predator/crpredator")
cs_set_user_model(player,"predator4")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(player,"You are now a predator")
cs_set_user_nvg(player,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[player])
message_begin(MSG_ONE, msgtext, {0,0,0}, player)
write_byte(0)
write_string(HUD)
message_end()
return PLUGIN_HANDLED
}
} else {
console_print(id,"That player is already a predator")
return PLUGIN_HANDLED
}
return PLUGIN_HANDLED
}
//---------------[ADMIN SET PREDATOR FOR TEAM]---------------
public func_adminpredatorteam(id,level,cid)
{
if (!cmd_access(id,level,cid,4))
{
console_print(id, "sorry, ur admin level is too low to use that command")
return PLUGIN_HANDLED
}
new arg[32]
new kin[2]
new pla[10]
read_argv(1,arg,31)
read_argv(2,kin,1)
read_argv(3,pla,9)
new kinf=str_to_num(kin)
new plaf=str_to_num(pla)
if(equali(arg[0],"T") || equali(arg[0],"1"))
{
new team_players[32],nb,i
get_players(team_players,nb,"a")
for(i=0;i<nb;i++)
{
new pid = team_players
if(get_user_team(pid)==1)
{
if(ispredator[pid]==0)
{
if(kinf==1)
{
ispredator[pid]=1
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator1")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
if(kinf==2)
{
ispredator[pid]=2
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator2")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
if(kinf==3)
{
ispredator[pid]=3
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator3")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
if(kinf==4)
{
ispredator[pid]=4
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator4")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
}
}
}
}
if(equali(arg[0],"CT") || equali(arg[0],"2"))
{
new team_players[32],nb,i
get_players(team_players,nb,"a")
for(i=0;i<nb;i++)
{
new pid = team_players
if(get_user_team(pid)==2)
{
if(ispredator[pid]==0)
{
if(kinf==1)
{
ispredator[pid]=1
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator1")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
if(kinf==2)
{
ispredator[pid]=2
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator2")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
if(kinf==3)
{
ispredator[pid]=3
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator3")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
if(kinf==4)
{
ispredator[pid]=4
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator4")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
}
}
}
}
if(equali(arg[0],"ALL") || equali(arg[0],"3"))
{
new team_players[32],nb,i
get_players(team_players,nb,"a")
for(i=0;i<nb;i++)
{
new pid = team_players
if(ispredator[pid]==0)
{
if(kinf==1)
{
ispredator[pid]=1
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator1")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
if(kinf==2)
{
ispredator[pid]=2
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator2")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
if(kinf==3)
{
ispredator[pid]=3
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator3")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
if(kinf==4)
{
ispredator[pid]=4
plasma[pid]=plaf
set_user_health(pid,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(pid,500,CS_ARMOR_VESTHELM)
set_user_gravity(pid,0.5)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(pid,1)
client_cmd(pid,"spk predator/crpredator")
cs_set_user_model(pid,"predator4")
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are now a predator")
cs_set_user_nvg(pid,1)
console_print(id,"Success")
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[pid])
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
}
}
}
return PLUGIN_HANDLED
}
//---------------[ADMIN REMOVE PREDATOR]---------------
public func_adminunpredator(id,level,cid)
{
if (!cmd_access(id,level,cid,2))
{
console_print(id, "sorry, ur admin level is too low to use that command")
return PLUGIN_HANDLED
}
new arg[32]
read_argv(1,arg,31)
new player=cmd_target(id,arg,2)
if(ispredator[player]!=0)
{
ispredator[player]=0
plasma[player]=0
if(get_user_health(player)>100)
{
set_user_health(player,get_user_health(player)-100)
}
cs_set_user_armor(id,0,CS_ARMOR_NONE)
set_user_gravity(player,1.0)
set_user_rendering(player,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
set_user_footsteps(player,0)
set_user_maxspeed(player,250.0)
client_cmd(player,"cl_forwardspeed 400")
client_cmd(player,"cl_backspeed 400")
client_cmd(player,"cl_sidespeed 400")
client_cmd(player,"spk predator/depredator")
cs_reset_user_model(player)
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(player,"You are no longer a predator")
message_begin(MSG_ONE, 98, {0,0,0}, player)
write_short(1<<0) // fade lasts this long duration
write_short(1<<0) // fade lasts this long hold time
write_short(1<<2) // fade type HOLD
write_byte(100) // fade red
write_byte(0) // fade green
write_byte(0) // fade blue
write_byte(0) // fade alpha
message_end()
console_print(id,"Success")
if(view[player]!=0)
{
func_view(player)
}
onoroff[player]=0
cs_set_user_nvg(player,0)
client_cmd(player,"spk predator/smallmedkit2")
new HUD[51]
format(HUD,50,"")
message_begin(MSG_ONE, msgtext, {0,0,0}, player)
write_byte(0)
write_string(HUD)
message_end()
} else {
console_print(id,"That player is not a predator")
}
return PLUGIN_HANDLED
}
//---------------[ADMIN REMOVE PREDATOR FROM TEAM]---------------
public func_adminunpredatorteam(id,level,cid)
{
if (!cmd_access(id,level,cid,2))
{
console_print(id, "sorry, ur admin level is too low to use that command")
return PLUGIN_HANDLED
}
new arg[32]
read_argv(1,arg,31)
if(equali(arg[0],"T") || equali(arg[0],"1"))
{
new team_players[32],nb,i
get_players(team_players,nb,"a")
for(i=0;i<nb;i++)
{
new pid = team_players
if(get_user_team(pid)==1)
{
if(ispredator[pid]!=0)
{
ispredator[pid]=0
plasma[pid]=0
if(get_user_health(pid)>100)
{
set_user_health(pid,get_user_health(pid)-100)
}
cs_set_user_armor(id,0,CS_ARMOR_NONE)
set_user_gravity(pid,1.0)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
set_user_footsteps(pid,0)
set_user_maxspeed(pid,250.0)
client_cmd(pid,"cl_forwardspeed 400")
client_cmd(pid,"cl_backspeed 400")
client_cmd(pid,"cl_sidespeed 400")
client_cmd(pid,"spk predator/depredator")
cs_reset_user_model(pid)
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are no longer a predator")
message_begin(MSG_ONE, 98, {0,0,0}, pid)
write_short(1<<0) // fade lasts this long duration
write_short(1<<0) // fade lasts this long hold time
write_short(1<<2) // fade type HOLD
write_byte(100) // fade red
write_byte(0) // fade green
write_byte(0) // fade blue
write_byte(0) // fade alpha
message_end()
console_print(id,"Success")
if(view[pid]!=0)
{
func_view(pid)
}
onoroff[pid]=0
cs_set_user_nvg(pid,0)
client_cmd(pid,"spk predator/smallmedkit2")
new HUD[51]
format(HUD,50,"")
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
}
}
}
if(equali(arg[0],"CT") || equali(arg[0],"2"))
{
new team_players[32],nb,i
get_players(team_players,nb,"a")
for(i=0;i<nb;i++)
{
new pid = team_players
if(get_user_team(pid)==2)
{
if(ispredator[pid]!=0)
{
ispredator[pid]=0
plasma[pid]=0
if(get_user_health(pid)>100)
{
set_user_health(pid,get_user_health(pid)-100)
}
cs_set_user_armor(id,0,CS_ARMOR_NONE)
set_user_gravity(pid,1.0)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
set_user_footsteps(pid,0)
set_user_maxspeed(pid,250.0)
client_cmd(pid,"cl_forwardspeed 400")
client_cmd(pid,"cl_backspeed 400")
client_cmd(pid,"cl_sidespeed 400")
client_cmd(pid,"spk predator/depredator")
cs_reset_user_model(pid)
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are no longer a predator")
message_begin(MSG_ONE, 98, {0,0,0}, pid)
write_short(1<<0) // fade lasts this long duration
write_short(1<<0) // fade lasts this long hold time
write_short(1<<2) // fade type HOLD
write_byte(100) // fade red
write_byte(0) // fade green
write_byte(0) // fade blue
write_byte(0) // fade alpha
message_end()
console_print(id,"Success")
if(view[pid]!=0)
{
func_view(pid)
}
onoroff[pid]=0
cs_set_user_nvg(pid,0)
client_cmd(pid,"spk predator/smallmedkit2")
new HUD[51]
format(HUD,50,"")
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
}
}
}
if(equali(arg[0],"ALL") || equali(arg[0],"3"))
{
new team_players[32],nb,i
get_players(team_players,nb,"a")
for(i=0;i<nb;i++)
{
new pid = team_players
if(ispredator[pid]!=0)
{
ispredator[pid]=0
plasma[pid]=0
if(get_user_health(pid)>100)
{
set_user_health(pid,get_user_health(pid)-100)
}
cs_set_user_armor(id,0,CS_ARMOR_NONE)
set_user_gravity(pid,1.0)
set_user_rendering(pid,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
set_user_footsteps(pid,0)
set_user_maxspeed(pid,250.0)
client_cmd(pid,"cl_forwardspeed 400")
client_cmd(pid,"cl_backspeed 400")
client_cmd(pid,"cl_sidespeed 400")
client_cmd(pid,"spk predator/depredator")
cs_reset_user_model(pid)
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(pid,"You are no longer a predator")
message_begin(MSG_ONE, 98, {0,0,0}, pid)
write_short(1<<0) // fade lasts this long duration
write_short(1<<0) // fade lasts this long hold time
write_short(1<<2) // fade type HOLD
write_byte(100) // fade red
write_byte(0) // fade green
write_byte(0) // fade blue
write_byte(0) // fade alpha
message_end()
console_print(id,"Success")
if(view[pid]!=0)
{
func_view(pid)
}
onoroff[pid]=0
cs_set_user_nvg(pid,0)
client_cmd(pid,"spk predator/smallmedkit2")
new HUD[51]
format(HUD,50,"")
message_begin(MSG_ONE, msgtext, {0,0,0}, pid)
write_byte(0)
write_string(HUD)
message_end()
}
}
}
return PLUGIN_HANDLED
}
//---------------[START ROUND]---------------
public startround(id)
{
if(ispredator[id]==0)
{
set_user_health(id,100)
set_user_gravity(id,1.0)
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
set_user_footsteps(id,0)
onoroff[id]=0
}
if(ispredator[id]==1)
{
plasma[id]=get_cvar_num("admin_plasma_predator")
set_user_health(id,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(id,500,CS_ARMOR_VESTHELM)
set_user_gravity(id,0.5)
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(id,1)
cs_set_user_model(id,"predator1")
cs_set_user_nvg(id,1)
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[id])
message_begin(MSG_ONE, msgtext, {0,0,0}, id)
write_byte(0)
write_string(HUD)
message_end()
onoroff[id]=0
}
if(ispredator[id]==2)
{
plasma[id]=get_cvar_num("admin_plasma_predator")
set_user_health(id,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(id,500,CS_ARMOR_VESTHELM)
set_user_gravity(id,0.5)
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(id,1)
cs_set_user_model(id,"predator2")
cs_set_user_nvg(id,1)
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[id])
message_begin(MSG_ONE, msgtext, {0,0,0}, id)
write_byte(0)
write_string(HUD)
message_end()
onoroff[id]=0
}
if(ispredator[id]==3)
{
plasma[id]=get_cvar_num("admin_plasma_predator")
set_user_health(id,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(id,500,CS_ARMOR_VESTHELM)
set_user_gravity(id,0.5)
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(id,1)
cs_set_user_model(id,"predator3")
cs_set_user_nvg(id,1)
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[id])
message_begin(MSG_ONE, msgtext, {0,0,0}, id)
write_byte(0)
write_string(HUD)
message_end()
onoroff[id]=0
}
if(ispredator[id]==4)
{
plasma[id]=get_cvar_num("admin_plasma_predator")
set_user_health(id,get_cvar_num("admin_hp_predator"))
cs_set_user_armor(id,500,CS_ARMOR_VESTHELM)
set_user_gravity(id,0.5)
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,20)
set_user_footsteps(id,1)
cs_set_user_model(id,"predator4")
cs_set_user_nvg(id,1)
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[id])
message_begin(MSG_ONE, msgtext, {0,0,0}, id)
write_byte(0)
write_string(HUD)
message_end()
onoroff[id]=0
}
if(ispredator[id]==5)
{
ispredator[id]=0
onoroff[id]=0
set_user_health(id,100)
cs_set_user_armor(id,0,CS_ARMOR_VESTHELM)
set_user_gravity(id,1.0)
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
set_user_footsteps(id,0)
cs_reset_user_model(id)
func_view(id)
}
if(delay[id]>0)
{
delay[id]= delay[id]-1
}
}
//---------------[PREDATOR SPEED & KNIFE & PLASMACOUNT]---------------
public client_PreThink(id)
{
new clip,ammo
if(ispredator[id]!=0)
{
entity_set_float(id,EV_FL_fuser2,0.0)
set_user_maxspeed(id,475.0)
client_cmd(id,"cl_forwardspeed 475;cl_backspeed 475;cl_sidespeed 475")
if(get_user_weapon(id,clip,ammo)!=CSW_KNIFE && get_user_weapon(id,clip,ammo)!=CSW_C4)
{
client_cmd(id,"weapon_knife")
}
if(get_user_health(id)<101)
{
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,225-(get_user_health(id)*2))
}
}
}
//---------------[PREDATOR POWER]---------------
public func_predatorpower(id)
{
func_screen(id)
new weapon, bodypart, attacker = get_user_attacker(id,weapon,bodypart)
if(ispredator[attacker]!=0 && attacker!=id)
{
new iOrigin[3]
new wpn[32]
get_weaponname(attacker,wpn,31)
new damage
new victimhealth = get_user_health(id)
damage = read_data(2)
if(weapon==CSW_KNIFE)
{
damage = damage*2
}
if (victimhealth - damage<1)
{
user_silentkill(id)
if(ispredator[id]==0)
{
get_user_origin(id,iOrigin)
// Effects
fx_blood_red(iOrigin)
fx_blood_red(iOrigin)
fx_blood_red(iOrigin)
fx_bleed_red(iOrigin)
fx_bleed_red(iOrigin)
fx_headshot_red(iOrigin)
fx_blood_large_red(iOrigin,5)
fx_blood_small_red(iOrigin,15)
fx_trans(id,0)
fx_gib_explode(iOrigin)
// Hide body
iOrigin[2] = iOrigin[2]-20
set_user_origin(id,iOrigin)
}
if(ispredator[id]!=0)
{
get_user_origin(id,iOrigin)
// Effects
fx_blood_green(iOrigin)
fx_blood_green(iOrigin)
fx_blood_green(iOrigin)
fx_bleed_green(iOrigin)
fx_bleed_green(iOrigin)
fx_headshot_green(iOrigin)
fx_blood_large_green(iOrigin,5)
fx_blood_small_green(iOrigin,15)
fx_trans(id,0)
fx_gib_explode(iOrigin)
// Hide body
iOrigin[2] = iOrigin[2]-20
set_user_origin(id,iOrigin)
}
make_deathmsg(attacker,id,bodypart,wpn)
set_user_frags(attacker,get_user_frags(attacker)+get_cvar_num("admin_frags_knife"))
cs_set_user_money(attacker,cs_get_user_money(attacker)+get_cvar_num("admin_kill_money"))
client_cmd(attacker,"spk predator/bc_spithit2")
client_cmd(id,"spk predator/bc_spithit2")
client_cmd(attacker,"spk predator/scpredator")
client_cmd(id,"spk predator/scpredator")
} else {
set_user_health(id, victimhealth-damage)
}
}
return PLUGIN_CONTINUE
}
//---------------[PREDATOR MODEL]---------------
public custom(id,level,cid)
{
new arg[32]
new swi[2]
read_argv(1,arg,31)
read_argv(2,swi,1)
new swit=str_to_num(swi)
new player = cmd_target(id,arg,2)
if(swit==1)
{
cs_set_user_model(player,"predator1")
}
if(swit==2)
{
cs_set_user_model(player,"predator2")
}
if(swit==3)
{
cs_set_user_model(player,"predator3")
}
if(swit==4)
{
cs_set_user_model(player,"predator4")
}
if(swit==0)
{
cs_reset_user_model(player)
}
return PLUGIN_HANDLED
}
//---------------[PLASMA SHOOT]---------------
public cmdShoot(id)
{
if(plasma[id]>0 && ispredator[id]!=0 && ispredator[id]!=5)
{
plasma[id]=plasma[id]-1
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[id])
message_begin(MSG_ONE, msgtext, {0,0,0}, id)
write_byte(0)
write_string(HUD)
message_end()
new origin[3], Float:fOrigin[3]//player origin... and float origin
new Float:velocity[3] // speed of the entity to move
get_user_origin(id,origin,1)//get user origin - int
IVecFVec(origin, fOrigin)// convert the int into float
new ePlasmaBall = create_entity("info_target") // create the plasma ball
entity_set_string(ePlasmaBall, EV_SZ_classname, "PlasmaBall") //set name of the entity "PlasmaBall"
new Float:posAdjust[3] //Used for adjusting the starting position
velocity_by_aim(id, 70, posAdjust) //You can replace 50 with whatever , get origin of the AIM
fOrigin[0] += posAdjust[0]
fOrigin[1] += posAdjust[1]
fOrigin[2] += posAdjust[2]
entity_set_vector(ePlasmaBall, EV_VEC_origin,fOrigin)//set the shot's direction
new Float:maxs[3] = {0.2,0.2,0.5}
new Float:mins[3] = {-0.2,-0.2,-0.5}
entity_set_size(ePlasmaBall,mins,maxs)//set size
entity_set_int(ePlasmaBall,EV_INT_solid, SOLID_BBOX)//make solid
entity_set_int(ePlasmaBall,EV_INT_movetype,MOVETYPE_FLYMISSILE)//set movetype
entity_set_float(ePlasmaBall,EV_FL_framerate,1.0)//framerate
entity_set_int(ePlasmaBall, EV_INT_rendermode, 5)//randermode
entity_set_float(ePlasmaBall, EV_FL_renderamt, 255.0)//visable
entity_set_float(ePlasmaBall, EV_FL_scale, 1.20)//dunno
entity_set_model(ePlasmaBall, "sprites/plasma.spr")//model
emit_sound(ePlasmaBall, CHAN_AUTO, "predator/plasma_shoot.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)//sound
VelocityByAim(id,1150,velocity)//speed
entity_set_vector(ePlasmaBall,EV_VEC_velocity,velocity)//set the shot's speed
entity_set_edict(ePlasmaBall, EV_ENT_owner, id)
// Create a trail...
/* Broadcast to all players*/
message_begin(MSG_BROADCAST, SVC_TEMPENTITY) // TE_BEAMFOLLOW ( msg #22) create a line of decaying beam segments until entity stops moving
write_byte(22) // msg id
write_short(ePlasmaBall) // short (entity:attachment to follow)
write_short(gTrailModel) // short (sprite index)
write_byte(25) // byte (life in 0.1's)
write_byte(7) // byte (line width in 0.1's)
write_byte(42) // byte (color)
write_byte(170) // byte (color)
write_byte(255) // byte (color)
write_byte(255) // byte (brightness)
message_end()
return PLUGIN_HANDLED
} else {
set_hudmessage(0,30,200,-1.0,0.75,0,3.0,10.0,0.15,0.5,1)
show_hudmessage(id,"You are out of ammo")
return PLUGIN_HANDLED
}
return PLUGIN_HANDLED
}
//---------------[PLASMA HIT]---------------
public plasma_hit(ePlasmaBall,other) {
if(other == 0) {
new Float:fOrigin[3]
new iOrigin[3]
// get origin....
entity_get_vector(ePlasmaBall, EV_VEC_origin, fOrigin)
// changes a Float vector to an interger
FVecIVec(fOrigin, iOrigin)
// this sends out a server message ( from const.h )
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(23) //TE_GLOWSPRITE
write_coord(iOrigin[0])
write_coord(iOrigin[1])
write_coord(iOrigin[2])
write_short(gExplosionModel) // model
write_byte(3) // life 0.x sec
write_byte(12) // size
write_byte(210) // brightness
message_end()
// our explosion sound...
emit_sound(ePlasmaBall, CHAN_AUTO, "predator/explosion.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
remove_entity(ePlasmaBall) // remove the entity
}
else if(is_user_connected(other)) {
new attacker = entity_get_edict(ePlasmaBall,EV_ENT_owner)
if(get_user_team(other)!=get_user_team(attacker))
{
new bodypart,weapon[32]
new iOriginp[3]
user_silentkill(other)
if(ispredator[other]==0)
{
get_user_origin(other,iOriginp)
// Effects
fx_blood_red(iOriginp)
fx_blood_red(iOriginp)
fx_blood_red(iOriginp)
fx_bleed_red(iOriginp)
fx_bleed_red(iOriginp)
fx_headshot_red(iOriginp)
fx_blood_large_red(iOriginp,10)
fx_blood_small_red(iOriginp,20)
fx_trans(other,0)
fx_gib_explode(iOriginp)
// Hide body
iOriginp[2] = iOriginp[2]-20
set_user_origin(other,iOriginp)
}
if(ispredator[other]!=0)
{
get_user_origin(other,iOriginp)
// Effects
fx_blood_green(iOriginp)
fx_blood_green(iOriginp)
fx_blood_green(iOriginp)
fx_bleed_green(iOriginp)
fx_bleed_green(iOriginp)
fx_headshot_green(iOriginp)
fx_blood_large_green(iOriginp,10)
fx_blood_small_green(iOriginp,20)
fx_trans(other,0)
fx_gib_explode(iOriginp)
// Hide body
iOriginp[2] = iOriginp[2]-20
set_user_origin(other,iOriginp)
}
make_deathmsg(attacker,other,bodypart,weapon)
set_user_frags (attacker,get_user_frags(attacker)+get_cvar_num("admin_frags_plasma"))
cs_set_user_money(attacker,cs_get_user_money(attacker)+get_cvar_num("admin_kill_money"))
new Float:fOrigin[3]
new iOrigin[3]
// get origin....
entity_get_vector(ePlasmaBall, EV_VEC_origin, fOrigin)
// changes a Float vector to an interger
FVecIVec(fOrigin, iOrigin)
// this sends out a server message ( from const.h )
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(23) //TE_GLOWSPRITE
write_coord(iOrigin[0])
write_coord(iOrigin[1])
write_coord(iOrigin[2])
write_short(gExplosionModel) // model
write_byte(3) // life 0.x sec
write_byte(12) // size
write_byte(210) // brightness
message_end()
// our explosion sound...
emit_sound(ePlasmaBall, CHAN_AUTO, "predator/explosion.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
client_cmd(other,"spk predator/bc_spithit2")
client_cmd(attacker,"spk predator/bc_spithit2")
remove_entity(ePlasmaBall)
} else {
new Float:fOrigin[3]
new iOrigin[3]
// get origin....
entity_get_vector(ePlasmaBall, EV_VEC_origin, fOrigin)
// changes a Float vector to an interger
FVecIVec(fOrigin, iOrigin)
// this sends out a server message ( from const.h )
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(23) //TE_GLOWSPRITE
write_coord(iOrigin[0])
write_coord(iOrigin[1])
write_coord(iOrigin[2])
write_short(gExplosionModel) // model
write_byte(3) // life 0.x sec
write_byte(12) // size
write_byte(210) // brightness
message_end()
// our explosion sound...
emit_sound(ePlasmaBall, CHAN_AUTO, "predator/explosion.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
remove_entity(ePlasmaBall)
}
} else {
new Float:fOrigin[3]
new iOrigin[3]
// get origin....
entity_get_vector(ePlasmaBall, EV_VEC_origin, fOrigin)
// changes a Float vector to an interger
FVecIVec(fOrigin, iOrigin)
// this sends out a server message ( from const.h )
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(23) //TE_GLOWSPRITE
write_coord(iOrigin[0])
write_coord(iOrigin[1])
write_coord(iOrigin[2])
write_short(gExplosionModel) // model
write_byte(3) // life 0.x sec
write_byte(12) // size
write_byte(210) // brightness
message_end()
// our explosion sound...
emit_sound(ePlasmaBall, CHAN_AUTO, "predator/explosion.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
remove_entity(ePlasmaBall) // remove the entity
}
}
public func_addplasma(id,level,cid)
{
if (!cmd_access(id,level,cid,3))
{
console_print(id, "sorry, ur admin level is too low to use that command")
return PLUGIN_HANDLED
}
new arg[32]
new am[10]
read_argv(1,arg,31)
read_argv(2,am,9)
new amf=str_to_num(am)
new player = cmd_target(id,arg,2)
if(ispredator[player]!=0 && ispredator[player]!=5)
{
plasma[player]=plasma[player]+amf
new HUD[51]
format(HUD,50,"You got %i Plasma shots left.",plasma[player])
message_begin(MSG_ONE, msgtext, {0,0,0}, player)
write_byte(0)
write_string(HUD)
message_end()
}
return PLUGIN_HANDLED
}
//---------------[PUBLIC ON CONNECT FUNCTION]---------------
public client_disconnect(id)
{
ispredator[id]=0
plasma[id]=0
onoroff[id]=0
}
//---------------[PREDATOR BLUE SCREEN EVERY NEW ROUND]---------------
public func_screen(id)
{
if(is_user_alive(id))
{
if(view[id]==1 && ispredator[id]!=0)
{
onoroff[id]=1
client_cmd(id,"spk predator/suitchargeno1")
message_begin(MSG_ONE, 98, {0,0,0}, id)
write_short(1<<0) // fade lasts this long duration
write_short(1<<0) // fade lasts this long hold time
write_short(1<<2) // fade type HOLD
write_byte(0) // fade red
write_byte(0) // fade green
write_byte(255) // fade blue
write_byte(130) // fade alpha
message_end()
}
if(view[id]==2 && ispredator[id]!=0)
{
onoroff[id]=2
client_cmd(id,"spk predator/suitchargeno1")
message_begin(MSG_ONE, 98, {0,0,0}, id)
write_short(1<<0) // fade lasts this long duration
write_short(1<<0) // fade lasts this long hold time
write_short(1<<2) // fade type HOLD
write_byte(25) // fade red
write_byte(25) // fade green
write_byte(25) // fade blue
write_byte(210) // fade alpha
message_end()
}
}
}
//---------------[PREDATOR CLAWS]---------------
public toggleclaws(id)
{
new clip, ammo, wpnid = get_user_weapon(id,clip,ammo)
new model[32]
entity_get_string(id,EV_SZ_viewmodel,model,31)
if(ispredator[id]!=0 && !equali(model,"models/claws.mdl") && !equali(model,"models/v_c4.mdl"))
{
entity_set_string(id, EV_SZ_viewmodel,"models/claws.mdl")
}
if(ispredator[id]==0 && wpnid == CSW_KNIFE && !equali(model,"models/v_knife.mdl"))
{
entity_set_string(id, EV_SZ_viewmodel,"models/v_knife.mdl")
}
}
//---------------[PREDATOR VIEW]---------------
public func_view(id)
{
if(ispredator[id]!=0 && ispredator[id]!=5)
{
if(view[id]==0)
{
view[id]=1
onoroff[id]=1
client_cmd(id,"spk predator/suitchargeno1")
console_print(id,"view is normal with mask")
message_begin(MSG_ONE, 98, {0,0,0},id)
write_short(1<<0) // fade lasts this long duration
write_short(1<<0) // fade lasts this long hold time
write_short(1<<2) // fade type HOLD
write_byte(0) // fade red
write_byte(0) // fade green
write_byte(255) // fade blue
write_byte(120) // fade alpha
message_end()
return PLUGIN_HANDLED
}
if(view[id]==1)
{
view[id]=2
onoroff[id]=2
client_cmd(id,"spk predator/suitchargeno1")
console_print(id,"predator view mode")
message_begin(MSG_ONE, 98, {0,0,0},id)
write_short(1<<0) // fade lasts this long duration
write_short(1<<0) // fade lasts this long hold time
write_short(1<<2) // fade type HOLD
write_byte(25) // fade red
write_byte(25) // fade green
write_byte(25) // fade blue
write_byte(210) // fade alpha
message_end()
return PLUGIN_HANDLED
}
if(view[id]==2)
{
view[id]=3
client_cmd(id,"spk predator/smallmedkit2")
console_print(id,"view is 3d person mode")
set_view(id,CAMERA_3RDPERSON)
onoroff[id]=0
message_begin(MSG_ONE, 98, {0,0,0},id)
write_short(1<<0) // fade lasts this long duration
write_short(1<<0) // fade lasts this long hold time
write_short(1<<2) // fade type HOLD
write_byte(0) // fade red
write_byte(0) // fade green
write_byte(0) // fade blue
write_byte(0) // fade alpha
message_end()
return PLUGIN_HANDLED
}
if(view[id]==3)
{
view[id]=4
client_cmd(id,"spk predator/button3")
console_print(id,"view is strategy")
set_view(id,CAMERA_TOPDOWN)
return PLUGIN_HANDLED
}
if(view[id]==4)
{
view[id]=0
client_cmd(id,"spk predator/button3")
console_print(id,"view is normal")
set_view(id,CAMERA_NONE)
return PLUGIN_HANDLED
}
}
if(ispredator[id]==0 && view[id]!=0)
{
set_view(id,CAMERA_NONE)
view[id]=0
onoroff[id]=0
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
return PLUGIN_HANDLED
}
return PLUGIN_HANDLED
}
//=======================================================================================
//=====================================[BLOOD STUFF]=====================================
//=======================================================================================
//---------------[MAKE MODEL INVISABLE IN EXPLOTION]---------------
static fx_trans(player,amount)
{
set_user_rendering(player,kRenderFxNone,0,0,0,kRenderTransAlpha,amount)
return PLUGIN_CONTINUE
}
//---------------[BLOOD EVERY HIT (HUAMN)]---------------
public fx_blood_red(origin[3]) //hit blood human
{
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(115) //TE_BLOODSPRITE in const.h
write_coord(origin[0]+random_num(-20,20))
write_coord(origin[1]+random_num(-20,20))
write_coord(origin[2]+random_num(-20,20))
write_short(blood_spray)
write_short(blood_drop)
write_byte(248) // color index
write_byte(15) // size
message_end()
}
//---------------[BLOOD EVERY HIT (PREDATOR)]---------------
public fx_blood_green(origin[3]) //hit blood predator
{
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(115) //TE_BLOODSPRITE in const.h
write_coord(origin[0]+random_num(-20,20))
write_coord(origin[1]+random_num(-20,20))
write_coord(origin[2]+random_num(-20,20))
write_short(blood_spray)
write_short(blood_drop)
write_byte(192) // color index
write_byte(15) // size
message_end()
}
//---------------[DIEING BLEEDING HUMAN]---------------
public fx_bleed_red(origin[3]) //blood sprays on low hp
{
// Blood spray
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(101)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+10)
write_coord(random_num(-100,100)) // x
write_coord(random_num(-100,100)) // y
write_coord(random_num(-10,10)) // z
write_byte(70) // color
write_byte(random_num(50,100)) // speed
message_end()
}
//---------------[DIEING BLEEDING PREDATOR]---------------
public fx_bleed_green(origin[3]) //blood sprays on low hp green
{
// Blood spray
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(101)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+10)
write_coord(random_num(-100,100)) // x
write_coord(random_num(-100,100)) // y
write_coord(random_num(-10,10)) // z
write_byte(192) // color
write_byte(random_num(50,100)) // speed
message_end()
}
//---------------[HEADSHOT BLOOD HUMAN]---------------
public fx_headshot_red(origin[3])
{
// Blood spray, 5 times
for (new i = 0; i < 5; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(101)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+30)
write_coord(random_num(-20,20)) // x
write_coord(random_num(-20,20)) // y
write_coord(random_num(50,300)) // z
write_byte(70) // color
write_byte(random_num(100,200)) // speed
message_end()
}
}
//---------------[HEADSHOT BLOOD PREDATOR]---------------
public fx_headshot_green(origin[3])
{
// Blood spray, 8 times
for (new i = 0; i < 8; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(101)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+30)
write_coord(random_num(-20,20)) // x
write_coord(random_num(-20,20)) // y
write_coord(random_num(50,300)) // z
write_byte(192) // color
write_byte(random_num(100,200)) // speed
message_end()
}
}
//---------------[BLOOD DECALS SMALL RED]---------------
static fx_blood_small_red(origin[3],num) //red blood decals [small]
{
// Blood decals
static const blood_small[7] = {190,191,192,193,194,195,197}
// Small splash
for (new j = 0; j < num; j++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(116) //TE_WORLDDECAL from const.h
write_coord(origin[0]+random_num(-100,100))
write_coord(origin[1]+random_num(-100,100))
write_coord(origin[2]-36)
write_byte(blood_small[random_num(0,6)]) // index
message_end()
}
}
//---------------[BLOOD DECALS BIG RED]---------------
static fx_blood_large_red(origin[3],num) //red blood decals [ big]
{
// Blood decals
static const blood_large[2] = {204,205}
// Large splash
for (new i = 0; i < num; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(116) //TE_WORLDDECAL from const.h
write_coord(origin[0]+random_num(-50,50))
write_coord(origin[1]+random_num(-50,50))
write_coord(origin[2]-36)
write_byte(blood_large[random_num(0,1)]) // index
message_end()
}
}
//---------------[BLOOD DECALS SMALL GREEN]---------------
static fx_blood_small_green(origin[3],num) //green blood decals [small]
{
// Blood decals
static const blood_small[6] = {3,4,5,6,7,8}
// Small splash
for (new j = 0; j < num; j++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(116) //TE_WORLDDECAL from const.h
write_coord(origin[0]+random_num(-65,65))
write_coord(origin[1]+random_num(-65,65))
write_coord(origin[2]-36)
write_byte(blood_small[random_num(0,5)]) // index
message_end()
}
}
//---------------[BLOOD DECALS BIG GREEN]---------------
static fx_blood_large_green(origin[3],num) //green blood decals [ big]
{
// Blood decals
static const blood_large[2] = {26,27}
// Large splash
for (new i = 0; i < num; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(116) //TE_WORLDDECAL from const.h
write_coord(origin[0]+random_num(-45,45))
write_coord(origin[1]+random_num(-45,45))
write_coord(origin[2]-36)
write_byte(blood_large[random_num(0,1)]) // index
message_end()
}
}
//---------------[GRANADE EXPLOTION BODYPARTS MODELS]---------------
static fx_gib_explode(origin[3])
{
new flesh[3]
flesh[0] = mdl_gib_flesh
flesh[1] = mdl_gib_meat
flesh[2] = mdl_gib_legbone
// Gib explosion
// Head
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(106) //TR_MODEL
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_coord(random_num(-100,100))
write_coord(random_num(-100,100))
write_coord(random_num(100,200))
write_angle(random_num(0,360))
write_short(mdl_gib_head)
write_byte(0) // bounce
write_byte(500) // life
message_end()
// Spine
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(106)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_coord(random_num(-100,100))
write_coord(random_num(-100,100))
write_coord(random_num(100,200))
write_angle(random_num(0,360))
write_short(mdl_gib_spine)
write_byte(0) // bounce
write_byte(500) // life
message_end()
// Lung
for(new i = 0; i < random_num(1,2); i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(106)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_coord(random_num(-100,100))
write_coord(random_num(-100,100))
write_coord(random_num(100,200))
write_angle(random_num(0,360))
write_short(mdl_gib_lung)
write_byte(0) // bounce
write_byte(500) // life
message_end()
}
// Parts, 5 times
for(new i = 0; i < 5; i++) {
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(106)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_coord(random_num(-100,100))
write_coord(random_num(-100,100))
write_coord(random_num(100,200))
write_angle(random_num(0,360))
write_short(flesh[random_num(0,2)])
write_byte(0) // bounce
write_byte(500) // life
message_end()
}
}
//===========================================[FUNCTIONS]===========================================
//---------------[PLAYER HIT BLOOD]---------------
public dmg_blood()
{
new id=read_data(0)
if(is_user_alive(id))
{
new origin[3]
get_user_origin(id,origin)
if(ispredator[id]==0)
{
fx_blood_red(origin)
fx_blood_small_red(origin,3)
}
if(ispredator[id]!=0)
{
fx_blood_green(origin)
fx_blood_small_green(origin,3)
}
}
}
//---------------[PLAYER BLEED ON LOW HP]---------------
public lowhp_blood()
{
new iPlayer, iPlayers[32], iNumPlayers, iOrigin[3]
get_players(iPlayers,iNumPlayers,"a")
for (new i = 0; i < iNumPlayers; i++)
{
iPlayer = iPlayers
if(get_user_health(iPlayer)< 20)
{
if (ispredator[iPlayer]==0)
{
get_user_origin(iPlayer,iOrigin)
fx_bleed_red(iOrigin)
fx_blood_small_red(iOrigin,5)
}
if (ispredator[iPlayer]!=0)
{
get_user_origin(iPlayer,iOrigin)
fx_bleed_green(iOrigin)
fx_blood_small_green(iOrigin,5)
}
}
}
}
//---------------[DEATH BLOOD EFFECTS (HEADSHOT/GRANADE EXPLOTION)]---------------
public death_blood()
{
new iOrigin[3]
new sWeapon[32]
new id = read_data(2)
new iHeadshot = read_data(3)
read_data(4,sWeapon,31)
if (iHeadshot)
{
if(ispredator[id]==0)
{
get_user_origin(id,iOrigin)
fx_headshot_red(iOrigin)
fx_blood_large_red(iOrigin,2)
fx_blood_small_red(iOrigin,5)
}
if(ispredator[id]!=0)
{
get_user_origin(id,iOrigin)
fx_headshot_green(iOrigin)
fx_blood_large_green(iOrigin,2)
fx_blood_small_green(iOrigin,5)
}
}
else if (equal(sWeapon,"grenade"))
{
if(ispredator[id]==0)
{
get_user_origin(id,iOrigin)
// Effects
fx_blood_red(iOrigin)
fx_blood_red(iOrigin)
fx_blood_red(iOrigin)
fx_bleed_red(iOrigin)
fx_bleed_red(iOrigin)
fx_headshot_red(iOrigin)
fx_trans(id,0)
fx_gib_explode(iOrigin)
fx_blood_large_red(iOrigin,10)
fx_blood_small_red(iOrigin,25)
// Hide body
iOrigin[2] = iOrigin[2]-20
set_user_origin(id,iOrigin)
}
if(ispredator[id]!=0)
{
get_user_origin(id,iOrigin)
// Effects
fx_blood_green(iOrigin)
fx_blood_green(iOrigin)
fx_blood_green(iOrigin)
fx_bleed_green(iOrigin)
fx_bleed_green(iOrigin)
fx_headshot_green(iOrigin)
fx_trans(id,0)
fx_gib_explode(iOrigin)
fx_blood_large_green(iOrigin,10)
fx_blood_small_green(iOrigin,25)
// Hide body
iOrigin[2] = iOrigin[2]-20
set_user_origin(id,iOrigin)
}
}
if(ispredator[id]==0)
{
fx_blood_small_red(iOrigin,12)
fx_blood_large_red(iOrigin,5)
}
if(ispredator[id]!=0)
{
fx_blood_small_green(iOrigin,12)
fx_blood_large_green(iOrigin,5)
}
}
//---------------[AUTO BIND SYSTEM]---------------
public func_autobind(id)
{
client_cmd(id,"bind p pcview")
client_cmd(id,"bind mouse3 ppfire")
console_print(id,"Key Defaults are bound. ENJOY!")
return PLUGIN_HANDLED
}
//---------------[BODY HEAT SYSTEM CONNECT]---------------
public client_connect(id)
{
onoroff[id] = 0
ispredator[id]=0
plasma[id]=0
}
//---------------[BODY HEAT AND LIGHTSIGHT SYSTEM]---------------
public func_bodyheat()
{
new players[32]
new pnum,origin[3]
new idheat,id
get_players(players,pnum,"a")
for (new i = 0; i < pnum; i++)
{
id = players
if(ispredator[id]!=0 && ispredator[id]!=5)
{
if (onoroff[id]==1 && is_user_alive(id))
{
for (new j = 0; j < pnum; j++)
{
idheat = players[j]
if (idheat != id && ispredator[idheat]==0 && is_user_alive(idheat))
{
get_user_origin(idheat,origin,0)
message_begin(MSG_ONE,SVC_TEMPENTITY,origin,id)
write_byte(21)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+30)
write_short(gTrailModel)
write_byte(0)
write_byte(1)
write_byte(6)
write_byte(60)
write_byte(1)
write_byte(250) // red
write_byte(60) // green
write_byte(0) // blue
write_byte(255) //brightness
write_byte(0)
message_end()
}
}
}
if (onoroff[id]==2 && is_user_alive(id))
{
for (new j = 0; j < pnum; j++)
{
idheat = players[j]
if (idheat != id && ispredator[idheat]!=0 && is_user_alive(idheat))
{
get_user_origin(idheat,origin,0)
message_begin(MSG_ONE,SVC_TEMPENTITY,origin,id)
write_byte(21)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2]+30)
write_short(gTrailModel)
write_byte(0)
write_byte(1)
write_byte(6)
write_byte(60)
write_byte(1)
write_byte(255) // red
write_byte(255) // green
write_byte(255) // blue
write_byte(255) //brightness
write_byte(0)
message_end()
}
}
}
}
}
}
//=======================================================================================
//======================================[Info Area]======================================
//=======================================================================================
//---------------[Predator Help]---------------
public func_predhelp(id)
{
show_motd(id,"/addons/amxmodx/plugins/predhelp.txt","Predator Help")
}
//---------------[Predator Cost Check]---------------
public func_predcost(id)
{
new msg[101]
format(msg,100,"^x01You need ^x04%d frags ^x01 and ^x04%d money ^x01 to be a predator.",get_cvar_num("admin_frags_predator"),get_cvar_num("admin_money_predator"))
message_begin(MSG_ONE,MsgSayText,{0,0,0},id)
write_byte(id)
write_string(msg)
message_end()
}
//---------------[Predator Frags Check]---------------
public func_predfrags(id)
{
new msg[101]
format(msg,100,"^x01You get ^x04%d ^x01 frags for ^x03 Knife ^x01 and ^x04%d ^x01 frags for ^x03 Plasma.",get_cvar_num("admin_frags_knife"),get_cvar_num("admin_frags_plasma"))
message_begin(MSG_ONE,MsgSayText,{0,0,0},id)
write_byte(id)
write_string(msg)
message_end()
}
//---------------[Predator Money Check]---------------
public func_predmoney(id)
{
new msg[101]
format(msg,100,"^x01You get ^x04%d ^x01 money for each kill.",get_cvar_num("admin_kill_money"))
message_begin(MSG_ONE,MsgSayText,{0,0,0},id)
write_byte(id)
write_string(msg)
message_end()
}
//---------------[Predator On or Off check]---------------
public func_predon(id)
{
new msg[101]
if(get_cvar_num("admin_enable_predator")==1)
{
format(msg,100,"^x01Predator Mode is ^x03 On.")
}
if(get_cvar_num("admin_enable_predator")==0)
{
format(msg,100,"^x01Predator Mode is ^x03 Off.")
}
message_begin(MSG_ONE,MsgSayText,{0,0,0},id)
write_byte(id)
write_string(msg)
message_end()
}
//---------------[Predator Everyone mode on or off check]---------------
public func_predeveryone(id)
{
new msg[101]
if(get_cvar_num("admin_everyone_predator")==1)
{
format(msg,100,"^x01Predator Everyone Mode is ^x03 On.")
}
if(get_cvar_num("admin_everyone_predator")==0)
{
format(msg,100,"^x01Predator Everyone Mode is ^x03 Off.")
}
message_begin(MSG_ONE,MsgSayText,{0,0,0},id)
write_byte(id)
write_string(msg)
message_end()
}
-
W nocy Valve wypuściło kolejną aktualizację do Counter-Strike: Global Offensive. Do gry wprowadzono nową wersję mapy Cache, która stworzona został przez FMPONE. Ponadto, twórca gry poprawił wiele błędów na Nuke?u. Poniżej znajdziecie pełny opis najnowszego patcha.
MISC:
- naprawiono możliwe zdalne wykorzystywanie błędu w rozbiorze KeyValues
- naprawiono błąd, który pozwalał serwerom społeczności na nadpisywanie niektórych plików gry
- dodano wsparcie dla vbsp
- dodano fińską wersję bloga CS:GO w grze
- zakończono okres świąteczny w grze
- dodano komendy cl_weapon_debug_show_accuracy i cl_weapon_debug_show_accuracy_duration
- w przypadku, gdy komenda cl_weapon_debug_show_accuracy ustawiona jest na 1 i gracz oddaje strzał, pojawia się 12-calowy okrąg w ?Efektywnym Zasięgu? broni
- w przypadku, gdy komenda cl_weapon_debug_show_accuracy ustawiona jest na 2 i gracz oddaje strzał, okrąg pojawi się na powierzchni, w którą celuje, by pokazać, że dany obszar mógłby zostać trafiony
- komenda cl_weapon_debug_show_accuracy_duration (domyślna wartość 10) określa jak długo okręgi są pokazywane
Audio:
- zwiększono promień dźwięku rozbrajania C4
- naprawiono błędy, które sprawiały, że po wyjściu z gry przy pomocy ALT+TAB, a następnie powrocie do niej, -- odtwarzane były niepoprawne dźwięki
Mapy:
Cache:
- poprawa widoczność na podstawie informacji od graczy będących daltonistami
- poprawa tekstur
- nowe venty
- dodano subtelne wskaźniki do rzucania granatów
- dodano naklejki wskazujące obszar, w którym można podłożyć bombę na B
- dodano grafikę do sun-roomu
- naprawiono dystans zanikania w vent roomie
- naprawiono błąd, który sprawiał, że pod ventem nie można było odzyskać broni
- naprawiono wszystkie znane miejsca, w których mogła utknąć bomba
- naprawiono exploit związany z flashami ze środka do vent roomu
- naprawiono pixelwalki na midzie, spawnie terro, mainie A i bs-ie A
- poprawiono siatkę .navNuke:
- poprawiono celność granatów odbijających się od metalowych kontenerów
- od teraz odtwarzane są poprawne dźwięki kroków w zależności od materiału po jakim chodzimy
- optymalizacja wydajności
- usunięto stos skrzyń ze strony CT
- usunięto balustrady z zewnątrz huta
- usunięto balustrady z heavena
- zmniejszono głośność otaczających dźwięków nie będących bezpośrednio związanych z grą
- naprawiono przewidywalność otwierania i zamykania drzwi
- poprawiono siatkę .nav
- naprawiono interakcję +use
- naprawiono błąd, który sprawiał, że podwójne drzwi były blokowane po tym, jak drugie podwójne drzwi zablokował gracz.Źródło: Cybersport.
-
Mega Market Gardens
Makes Market Gardens more epic by multiplying their damage, announcing it with crit text and crit sound, and a custom sound of your choosing.
Cvars
mmg_damagemult: Default: 2.0. Multiplies a Market Garden's damage by this amount.
mmg_critannounce: Default: 1 (true). Switch to announce a Market Garden with crit text and sound (like a Bushwacka) to everyone.
mmg_soundannounce: Default: 1 (true). Switch to make a sound play on a successful Market Garden.
mmg_soundpath: Default: misc/ks_tier_04_kill_01.wav. What sound to play on a successful Market Garden. Can be a custom sound.
mmg_indexlist: Default: 416. List of weapon indexes to consider a Market Gardener as per this plugin's capabilities. Supports up to 16 values, separated by spaces. If you change this and don't put the actual Market Gardener's ID back in, the Market Gardener itself will be exempt from this plugin's capabilities.
mmg_allweaponsmg: Default: 0 (false). Force all melee weapons to be considered a Market Gardener as per this plugin's capabilities.
mmg_allmgwillcrit: Default 0 (false). Forces all Market Garden events to crit.
Installation:
Place megamarketgardens.smx in addons\sourcemod\plugins
Place megamarketgardens.sp in addons\sourcemod\scripting
Changelog:- 1.0.0-Initial release
-
Name: Cyclop's beam
Description: Creates a laser beam from the admin's eyes (as the Cyclops from the comic book X-Man) and allow to the all players to shove the zombies by pressing button Reload.
Installation: Place compiled plugin (nmrih_cyclop.smx) into the plugins folder (../addons/sourcemod/plugins/).
Place the translation file (nmrih_cyclop.phrases.txt) into the translation sfolder (../addons/sourcemod/translations/).
CVars:- nmrih_cyclop_version - Plugins version
-
sm_cyclop_default - Default client colour preference (0 - 8)
You can choose from eight colors (red, orange, yellow, green, cyan, blue, purple and white) beam or make it invisible (set to ).
To select a color use the command "!settings". - sm_cyclop_alpha - Beam transparency
- sm_cyclop_damage - Default beam damage
- sm_cyclop_effect - Zombies die with effect ( - no effect, 1 - burn, 2 - dissolve, 3 - disappear, 4 - trow)
- sm_cyclop_shove - Allow shove the zombies by pressing Reload
-
Quote:
Version: 1.0
Author: gubka
Add new weapon to human
Settings:Quote:
#define EXTRA_ITEM_NAME "PlasmaGun"
#define EXTRA_ITEM_COST 5
#define EXTRA_ITEM_LEVEL 0
#define EXTRA_ITEM_ONLINE 0
#define EXTRA_ITEM_LIMIT 0
// Weapon
#define WEAPON_NAME "weapon_plasma"
#define WEAPON_REFERANCE "weapon_scar20"
// Models
#define MODEL_WORLD "models/weapons/plasma/w_snip_plasma.mdl"
#define MODEL_VIEW "models/weapons/plasma/v_snip_plasma.mdl"
#define MODEL_BEAM "materials/sprites/laserbeam.vmt"
// Sounds
#define SOUND_FIRE "weapons/RequestsStudio/UT3/AvrilFire.mp3"
#define SOUND_DEPLOY "weapons/RequestsStudio/UT3/AvrilDeploy.mp3"
// Beam
#define BEAM_LIFE 0.105
#define BEAM_COLOR {100, 50, 253, 255}
// Damage
#define WEAPON_MULTIPLIER_DAMAGE 1.23
Yandex.Disk -
Hi guys i want plugin that show number of player online ( ct 2 / t 5 for example ) it is like show admin online i wish to help me
-
Hi. I made this plugin for my ZombieReloaded server, because i have a problem: 2 or 3 motherzombies can't go to the spawn when the infect starts, for this, i decide to create this plugin. If you know any bug, please tell me :)
- Sorry for my bad english -
Quote:
Version: 1.0
Author: gubka
Add new weapon to human
Settings:Quote:
#define EXTRA_ITEM_NAME "MP5"
#define EXTRA_ITEM_COST 5
#define EXTRA_ITEM_LEVEL 0
#define EXTRA_ITEM_ONLINE 0
#define EXTRA_ITEM_LIMIT 0
#define WEAPON_NAME "weapon_mp5"
#define WEAPON_REFERANCE "weapon_mp9"
#define MODEL_WORLD "models/weapons/mp5/w_smg_mp5.mdl"
#define MODEL_VIEW "models/weapons/mp5/v_smg_mp5.mdl"
#define SOUND_FIRE1 "weapons/mp5-1.mp3"
#define SOUND_FIRE2 "weapons/mp5-2.mp3"
#define WEAPON_MULTIPLIER_DAMAGE 1.23
Download:
Yandex.Disk -
[TF2] Respawn System API
- Version: 0.1
Introduction:
Oh no, an other respawn time plugin, wait it's not a new respawn time plugin. :) It's an API, that allows you to control the respawn time! And you don't have to print an ugly message like in other respawn plugins! You can override the client's hud directly! And I made a ton of natives to make your life easier.
Description:- Allows plugin developpers to control the game's respawn time.
You can: - Set the respawn time of a team.
- Set the respawn time of a client.
- Get the respawn time of a team.
- Get the respawn time of a client.
- Detect when the game changes the respawn time of a team.
- Detect when the game sets the respawn time on the client.
- Detect when the game updates the respawn time of a client.
Spoiler
Installation:- Download tf2_respawn_system_core.smx and put it into your plugins folder.
- Download tf2_respawn.inc and put into your include folder.
- (Optional) Download tf2_respawn_system_core.sp and put into your scripting folder.
Bugs:- None.
List of plugins working with this API:- None (A plugin, and a example plugin are comming).
Git-Hub Link -
It would be great if someone would combine the plugin "Super Tanks" and "Last Boss Extend" to create a new version of Super Tanks. Sorry for my bad English :(
Super Tanks + Last Boss Extend = fun! :)
LAST BOSS EXTEND
00: Ghost Tank
01: Lava Tank
02: Gravity Tank
03: Quake Tank
04: Leaper Tank
05: Dread Tank
06: Freeze Tank
07: Lazy Tank
08: Rabies Tank
09: Bombard Tank
SUPER TANKS
10: Spawn Tnk
11: Spitter Tank
12: Warp Tank
13: Jockey Tank
14: Fire Tank
15: Cobalt Tank
16: Ghost Tank
17: Meteor Tank
18: Ice Tank
19: Shield Tank
20: Shock Tank
21: Witch Tank
22: Heal Tank
23: Smasher Tank
24: Jumper Tank
25: Gravity Tank
Super Tanks: https://forums.alliedmods.net/showthread.php?p=1542365
Last Boss Extend: https://forums.alliedmods.net/showpo...86&postcount=2 -
Description
This plugin is made for Deathrun Servers only! What's its used for? Allows the Death to make it a freerun "No traps" for the runners, and in the end they would knife it out. :)
Cvars
lh_freerun = Enable/Disables the plugin.
lh_freerun_expire = Time in seconds till the freerun command usage expires.
lh_freerun_heal = Amount of health the death recieves for a kill in freerun. -
Temat został zamknięty przez moderatora forum. Jeśli się z tym nie zgadzasz, raportuj ten post, a moderator rozpatrzy go ponownie.
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Opis: Sprzedam w serwisie Mintshost.pl - 720 wPLN.
Cena: 210zł
Płatność: Przelew bankowy/bluecash.
Kontakt: Prywatna wiadomość.
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Opis: Sprzedam w serwisie 1shot1kill.pl 515 wPLN.
Cena: 150zł
Płatność: Przelew bankowy/bluecash.
Kontakt: Prywatna wiadomość.
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Opis: Sprzedam w serwisie Pukawka.pl 584 wPLN.
Cena: 160zł
Płatność: Przelew bankowy/bluecash.
Kontakt: Prywatna wiadomość.
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I'm looking for a bhop pluin for my bhop/mingames server it's usually used on maps that start with mg e.g mg_circle_course, mg_run_or_die. I'm not looking for an auto bhop and one thats much slower.
Thanks for any help -
@}{amp - Dzięki za przypomnienie. Zawsze zapomnę, bo się namęczę z tymi zdjęciami.
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Anyone know a addon that, reserves a slot based on the amount of points a person have, for instanse using this RankMe plugin.
Senario: Making a Pro server, so people with 1700+ points can join, no one else.
Anyone know of something like that? -
W najnowszej aktualizacji Counter-Strike: Global Offensive pojawiła się trzecia edycja skrzyni Chroma. Twórcy gry dodali tym razem aż 17 nowych skinów. Dodano nowe wyglądy takich broni jak M4A1-S, Galil, P250, czy też Tec-9. W poniższej galerii zobaczyć można wszystkie skórki, które pojawiły się wraz z Chroma Case 3.
Źródło: Cybersport.
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Temat został zamknięty przez moderatora forum. Jeśli się z tym nie zgadzasz, raportuj ten post, a moderator rozpatrzy go ponownie.
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@Sotep - forum jest od zadawania pytań, nie prywatna konwersacja.
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Become a Meem
Commands:
sm_meem
Cvars:
None
Anything else:
Idk
Only broblem i have is, There is no Head hitbox while using this and i dont have any idea how to fix this. -
Huntsman Hell 2
By: TheWreckingCrew6
Credits: Thank you to Powerlord for the original plugin.
Plugins that helped create this one:- Vs. Saxton Hale (Super Jump)
- Jarate Teammates (Self Explanatory)
- TF2Items Randomizer (Double Jump)
Features:- While the plugin is intened for Arena maps, it will work on MOST other gamemodes.
- By Default, everyone starts as a huntsman sniper, with Jarate, and Any melee.
- If Enabled, Arrows, explode on impact.
- If Enabled, Arrows are fire arrows and ignite enemies.
- Super Jumping! Hold alt-fire or crouch, lookup, then release and you go FLYING.
- Double Jumping! Every Class is a scout now!
- Outlining Jarated Players.
- Friendly Fire Jarate. Your teammates get covered in YOUR piss :D
- By default, everybody starts with a base of 400 health.
- No Fall Damage!
- Also a chance for SPECIAL ROUNDS?
What Is a Special Round?
"Well Wrecking, it's a round that is special" - Smartass
While he's not wrong, a special round consists of the round being a round of another class. Class options currently consist of...- Medic
- Engineer
A Medic Round Consists of...- Everybody is a Crusaders Crossbow Medic
- If Enabled, bolts explode on impact.
- If Enabled, Bolts ignite enemies.
- By default, everybody starts with a base of 300 health.
- Bolts still heal teammates!
And An Engy Round Consists of...- Everybody is a Rescue Ranger Engy.
- If Enabled, bolts explode on impact.
- If Enabled, Bolts ignite enemies.
- By default, everybody starts with a base of 300 health.
- Buildings are disabled by default.
*Chances of a special round happening can be changed in the Convars! Also, chances of a medic round over an engy round can also be edited. Or Vice Versa.*
Dependencies:
Client Commands:- hh2_help - Displays the information and instructions for the plugin to any client.
Admin Commands:- hh2_medicround - (Root Access) - Forces the next round to be a Special round consisting of Medics.
- hh2_engyround - (Root Access) - Forces the next round to be a special round consisting of Engineers.
ConVars:
***Cvars are loaded from cfg/sourcemod/huntsmanhell2.cfg.***- hh2_enabled [0/1] - (Default: 1) Enables/Disables the plugin.
- hh2_gamedescription [0/1] - (Default: 1) (Requires: SteamTools) If Enabled, the plugin will change the game description in the server browser to display "Huntsman Hell 2."
- hh2_autoupdate [0/1] - (Default: 1) (Requires: Updater) If Enabled, the plugin will be added to updater's list and automatically update itself as I release updates.
- hh2_health [65 - 800] - (Default: 400) On a normal Huntsman Sniper round, how much health should each player start with?
- hh2_arrowmultiplier [0.1 - 8.0] - (Default: 4.0) How many times the base amount of arrows should each player start with?
- hh2_superjump [0/1] - (Default: 1) Enables/Disables SuperJump.
- hh2_doublejump [0/1] - (Default: 1) Enables/Disables Double Jumps.
- hh2_falldamage [0/1] - (Default: 0) Enables/Disables Fall Damage.
- hh2_specialchance [0 - 100] - (Default: 10) What Percent chance should there be of a round being a Special Round?
- hh2_firearrows [0/1] - (Default: 1) Enables/Disables Fire Arrows.
- hh2_explode [0/1] - (Default: 1) Enables/Disables Explosive Arrows.
- hh2_exploderadius [0/1] - (Default: 200) The radius of the explosive arrows explosion in hammer units.
- hh2_explodedamage [0/1] - (Default: 50) The damage an explosion will cause on direct-hit.
- hh2_explodefire [0/1] - (Default: 0) Should the explosion catch people on fire?
- hh2_explodefireself [0/1] - (Default: 0) Should you explosion catch yourself on fire if you are hit by it?
- hh2_medicchance [0 - 100] - (Default: 50) Percent chance of a special round being medics. (Recommended to total to 100 with hh2_engychance).
- hh2_medicarrowmultiplier [0.1 - 8.0] - (Default: 1.32) How many times the normal syringe count should each medic have?
- hh2_medichealth [65 - 800] - (Default: 300) How much health on a medic round should each player start with?
- hh2_engychance [0 - 100] - (Default: 50) Percent chance of a special round being engineers. (Recommended to total up to 100 with hh2_medicchance).
- hh2_engyboltmultiplier [0.1 - 8.0] - (Default: 2.6) How many times the normal bolt count should each engineer have?
- hh2_engyhealth [65 - 800] - (Default: 300) How much health on an engineer round should each player start with?
- hh2_blockbuildings [0/1] - (Default: 1) Should the plugin block engineers from building buildings? (WARNING: Disabling this can seriously break engineer rounds...And I don't mean my plugin.)
- hh2_jarateoutline [0/1] - (Default: 0) Should jarate outline players?
- hh2_FFJarate [0/1] - (Default: 0) Friendly Fire Jarate?
- hh2_FFJarateDistance [300.0 - 1000.0] - (Default: 750.0) Distance in hammer units a friendly player must be from jarate to get covered in jarate.
- hh2_FFJarateTime [3.0 - 12.0] - (Default: 7.0) Time a friendly player will be covered in jarate.
Installation Instructions:- Download and Install TF2Items
- Download and Install TF2Attributes
- Download huntsmanhell2.zip
- Extract zip file into your server's game folder.
- Config File should be auto-generated on plugin startup.
- (Optional) For Automatic Update Support: Download and Install Updater
- (Optional) For Custom Game Description Support: Download and Install SteamTools
Upcoming Features:- Makes the Info Menu A LOT nicer. Include a lot more info and round specific intruction.
- Looking for bug fixes and new ideas!
ChangeLog:Code:
V1.0.0 - 4/27/16 - 12:00 AM CST
- This is the first version...What do you expect....
[TF2] Health Kits/Ammo Packs Model Lock!
w [NOWE] Pluginy
Opublikowano
Decription:
-This plugin was originaly private, but after a scripting request, and how useful it could be for all servers I decided to make it public.
-This plugin blocks healkits and ammo packs from changing their models through different vision/gamemode.
Changelog:
-Initial Public release.
-Initial Private release.
Installation:
-Just drag and drop the .smx file into your plugins folder.
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